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Position Desync

Stellarvorous
Stellarvorous
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How many folks are still encountering this lil gem of a feature?

Encountered 2 EP in IC PC NA CP tonight hit one with dawnbreaker who was literally standing right next to the other EP with in 5m of each other no obstructions 2nd guy didnt get cced or even take damage first guy did

Encountered the same 2 later on the 2nd player again cresent sweep missed him at point blank the main cast and ticks dizzy swing wont lock on to him jabs sweeps dawnbreaker all miss em

It takes me 4 different encounters to actually hit and kill him meanwhile hes running his mouth the entire time either knowing hes positioned desynced or hes clueless about how busted it is

Id like to hear from everyone on this ...was PC NA IC CP AD EP and DC 1 bar probably less then 15 people in the upper districts combined

There was no crimson proc carry around no WWs no health recovery mist formers no vate destro or any of the cancer just some stamnblades dks and my dark plar

So how often do you still encounter this? how much does of a difference does it make when the person your fighting is desynced out of your melee damage
Or when your position desynced and people are hitting you from big distances

I probably shoulda made this a poll but zos is going to ignore it anyways might as well see what my fellow players say and please let me know if you found a way to fix this bug or temporarily disable it to keep it from hindering your game play
  • Stellarvorous
    Stellarvorous
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    @ZOS_GinaBruno @ZOS_BrianWheeler Can we get some of the developer folks to shed some light on why this is still happening?

    As i stated in my opener this was PC NA Imperial City CP everyones population was extremely low there was no heavy proc set usage around there was hardly anyone in fact aside from these few players and my self

    Yet this player was position desynced for nearly 4 different engagements the first 3 which my ults 2 different ones Cresent sweep And dawnbreaker went thru him like he was thin air yet the dawnbreaker hit the guy that was standing *right next to him* with in 5m thats less then dizzy swing range

    Of course Mr thin air turns around and wails on me with incap with no issue something needs to change lol either the position desync needs to get fixed or some actual class balance needs to happen

    If Jabs Cresent sweep and Dawnbreaker in 3-4 different fights miss my target because their desynced but they turn around surprise attack and incap me with no issue then there is no point of even playing plar if 95% of my kit cant hit my target due to a glitch

    This is why there are so many 40k stamndens with crimson and 50k packleaders and because if all else fails and your attacks miss due to desync least the proc from the armor will hit them lol and keep the user alive

    Iv had this recently on my stamn cro also dawnbreaker misses them completely while their in range they dont get cc'ed or take damage

    I realize i wont get any sympathy for stamn cro but pest colossus was nerfed into the ground if dawnbreaker misses due to desync what option is there left? Goliath? Ravaging Goliath is just a temporary health prop and a aoe with low ticking damage

    Pummeling Goliath was nerfed into the ground i havnt seen a pummeling goliath in over a year

    Living Death Animate Blastbones is literally some 340 ult on a stage 4 vampire and requires bodies on the ground to see some actual action even then the blastbones cant be targeted at someone specific and its completely countered by cloak or streak

    These are just a few things noted im sure every class is hindered by position desync but i definitely feel like it hinders some more than others

    Id go PvP in Cyrodill but darlocs is disabled mechanical acuity is disabled ring of the wild is disabled and people are still complaining about the lag making it clear proc sets for all their cancer arent likely the main cause
    Edited by Stellarvorous on February 22, 2021 7:40AM
  • jhharvest
    jhharvest
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    I'd say please take video next time.
  • React
    React
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    Hey @Stellarvorous , its @ReactSlower from PC NA.

    I can give you some insight on why this happens.

    Sometime last year, ZOS decided that they wanted to move the positional data and the combat related "checks" for player location to the server from the client. This means that anytime you use an ability with a range, it now needs to check with the server to see if the correct conditions for ability usage are met.

    The server itself is laggy at the best of times, and this change added even more load the the server by drastically increasing the calculations it has to handle in combat. The result of a laggy server doing these range checks is abilities not properly working. Dawnbreaker and crescent are two of the worst non-targeted offenders, and in the past few patches I'd say I've landed about 50% of the DBS/Crescents that I've used. Another thing you'll notice is an in game error message that says "target is out of range". This is very common with any instant cast short range (sub 10m) ability. Because of the latency with the server, the checks for these abilities are happening signifcantly after you use them - resulting in the ability failing to fire because the server is taking too long to determine the location of both players and whether or not the range conditions are being met.

    This change was made alongside the "block" change, which famously destroyed animation cancelling for about half of the abilities in the game. Many people are speculating that the range/positional calculations and block calculations being moved to the server are the most heavily impactful drain on performance in the past few years, but Zenimax has yet to comment on the matter and likely never will. Since they historically almost never admit that they were wrong, I don't see these issues ever improving.
    @ReactSlower - PC/NA - 2000+ CP
    React Faster - XB/NA - 1500+ CP
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    Youtube.com/@ReactFaster
  • relentless_turnip
    relentless_turnip
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    Liam12548 wrote: »
    Hey @Stellarvorous , its @ReactSlower from PC NA.

    I can give you some insight on why this happens.

    Sometime last year, ZOS decided that they wanted to move the positional data and the combat related "checks" for player location to the server from the client. This means that anytime you use an ability with a range, it now needs to check with the server to see if the correct conditions for ability usage are met.

    The server itself is laggy at the best of times, and this change added even more load the the server by drastically increasing the calculations it has to handle in combat. The result of a laggy server doing these range checks is abilities not properly working. Dawnbreaker and crescent are two of the worst non-targeted offenders, and in the past few patches I'd say I've landed about 50% of the DBS/Crescents that I've used. Another thing you'll notice is an in game error message that says "target is out of range". This is very common with any instant cast short range (sub 10m) ability. Because of the latency with the server, the checks for these abilities are happening signifcantly after you use them - resulting in the ability failing to fire because the server is taking too long to determine the location of both players and whether or not the range conditions are being met.

    This change was made alongside the "block" change, which famously destroyed animation cancelling for about half of the abilities in the game. Many people are speculating that the range/positional calculations and block calculations being moved to the server are the most heavily impactful drain on performance in the past few years, but Zenimax has yet to comment on the matter and likely never will. Since they historically almost never admit that they were wrong, I don't see these issues ever improving.

    I think these changes were made for stadia and that is why it can't be undone IMO. These changes were done this time last year during u25, we had to redownload the game and stadia was released shortly afterwards.
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